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F367 step 5 v2 — pulse-triggered continuous force on a body. On the rising edge of `trigger` (last frame ≤ 0, this frame > 0), the engine queues `force` for the next world step. Force in px/s². Held HIGH does NOT continuously apply — only the rising edge fires once. For continuous force, drive `trigger` with a `cycleClock` or rapid pulse train.
Inputs
| Port | Type | Description |
|---|---|---|
world | any | World |
bodyId | float | Body ID |
force | vec2 | Force (px/s²) |
point | vec2 | Off-centre point applies torque in addition to force. (0, 0) = body centre. |
trigger | float | Rising-edge pulse. Wire from `clickStateDispatcher.pulse`, `thresholdPulse`, `physicsCollisionPulse`, etc. |
Outputs
| Port | Type | Description |
|---|---|---|
| - | - | No ports declared. |
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
paramForceX | float | 0 | Used when the `force` input port is unwired. Author-convenience static vector — same pattern as `physicsWorld.paramGravity{X,Y}`. step 100 |
paramForceY | float | 0 | Default Force Y (px/s²) step 100 |
paramPointX | float | 0 | Off-centre application point; (0, 0) = body centre. Off-centre force produces torque. step 5 |
paramPointY | float | 0 | Default Point Y (body-local px) step 5 |
Use cases
- Wind / drift — `physicsApplyForce.force` wired from an `expression` sampling Perlin noise; `trigger` held to 1 by a `cycleClock` for periodic re-application.
- Click-to-push — `clickStateDispatcher.pulse` → `trigger`; `force` from a constant vector. Fires once per click.
- Sustained gravity well — multiple bodies, each with a `physicsApplyForce` pulled toward a central point via per-body `expression` math.
Related nodes
Envelope
Use physicsApplyForce as the node type inside a graph node envelope. Add id, optional params, optional connections, and optional activeWhen based on the guide context.
Generated source
Registry faster-motion-docs/node-registry.jsonCategory page /help/faster-motion/faster-motion-node-category-solvers/